Current Status | Concept / Business Plan |
---|---|
Amount Invested | 0 |
Funding Required | RM300,000 or less |
Description | MM-eSports is planned to be a Gaming Arena equipped with gaming PCs and Consoles.Gaming is one of the growing industry in the business at this time.eSports players and gamers earning thousands and millions by gaming.Therefore,MM-eSports would like to indulge in the eSports business.
MM-eSports : |
Business Opportunity | 1: There were 58 million of the so-called “eSports-enthusiasts” in 2012. In 2014 this number rose to 89 million. In 2017 145 million eSports-enthusiasts are expected worldwide.
2: 40% of all eSports-fans who are watching competitive eSports via IPTV or similar livestream services are not active players themselves. This is an indicator that eSports is developing into a so-called “spectator sport”. 3: 205 million viewers are watching eSports worldwide. 4: 13 million eSports-enthusiasts are participating in leagues and tournaments on amateur- or professional levels and are following championships or similar competitions on a regular basis. 5: 19 million eSports-enthusiasts are watching eSports, some of those are taking part in leagues and tournaments. 6: 56 million viewers are watching eSports on a regular basis. 7: 117 million viewers are watching eSports occasionally. 8: Estimates show that the eSports-market can increase its total revenue by 100%. 9: In 2012, eSports generated a revenue of $130 million. 2014, revenues increased to $194 million, in 2017 $465 million are expected in sales. 10: Considering the rapid development of eSports compared to traditional sports, annual sales within the next few years could exceed the magical mark of 1 billion USD. 11: There are 2.2 billion viewers who have a (high) interest in sports. At the same time, there are 2.1 billion gamers worldwide. 12: There are almost as many eSports-enthusiasts (89 million) as ice-hockey fans (94 million). 13: In 2017, 145 million eSports-enthusiasts are expected worldwide, which will soon rival viewers of American football (151 million). 14: In 2014, $2 were generated per eSports-fan. If compared to American football or ice-hockey (20 USD per fan). The sky is the limit! 15: eSports-enthusiasts in the US are a valuable target audience for large brands and digital media companies. Compared to the total population, eSports-enthusiasts and casual viewers have larger income, full-time jobs and consume more often. eSports-enthusiasts are more susceptible to subscribe to a Netflix or Spotify account. 29% have a budget of 100+ USD for their headset, 53% have a full-time job, 41% own an iPad and 30% have a larger income/are wealthy. |
Revenue / Business Model | -Registration Fees of participants (gaming tournaments) -Audience tickets (gaming tournaments) -Charge per hour (cyber cafe) |
Management Team | -Freelancer designers to design flyers,banners,posters, -Social Media Managers -Tournament Organizing Team (gamers) |
Company Background | MM ESPORTS (JM0761677-M)
Company haven’t organize any tournament yet due to financial problems. Owner is an author of http://gamermalaya.my/en/ |
Funding Milestone | RM 300,000
Equipments: Premises Renovation: Others: |
% Equity Allocation | Will be decided after a meeting with investors |
Expected ROI | -Investors will be receiving minimum of 10% dividend per annum from their capital investment.-MM-eSports will be giving free entry tickets for the investors to enjoy the esports tournaments.- Investing period for the investors are set at 3 years, after the period it is up to MM-eSports’ prerogative to continue the dividend payout or pay the full capital to the investors. |
Risks and Mitigation | Directly contact the owner for any enquiries on this. |
Exit Strategies | Sell all the available gaming PCs,consoles,sofas,tables, |
Company Name | MM-eSports |
Website/Facebook | https://www.instagram.com/ |
Business Address | No.2,Jalan Hang Tuah 6/2,Taman Muhibbah,86000 Kluang,Johor |
Contact Person | Mukesh Maran |
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